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Messages - DoomMarine23

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61
Turok Dinosaur Hunter / Re: New steam achievements
« on: November 16, 2017, 11:16:25 PM »
Probably related to the secretive "twopointzero" depot. https://steamdb.info/app/405820/depots/?branch=twopointzero_branch

No idea what is coming, but probably something rad.



Can't verify this myself right now.

62
General User Mods, Maps, and Content / Re: Turok Weapon SWEPS in GMOD
« on: October 19, 2017, 12:28:57 AM »
I'm glad you're enjoying my work. Didn't expect it to be such a hit.

Infact, bonus video.


63
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: October 16, 2017, 05:56:12 PM »
That is fine dude, don't really care about it. Was just happy to offer a contribution.

64
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: October 15, 2017, 10:26:37 PM »
Those graphical improvements are looking great, man. Reminds me, you ever find a use for those animations I sent months ago. The fixed shotgun, assault rifle, and pulse rifle ones?


65
Ah, I understand my man. Take your time.

66
Sorry if this has been answered in the thread, but how do I get Fireseed to properly import bones with a mesh? It seems that no matter what I do, the import states there was no bones and thus, it has created a default

67
Are they lever-action?  You can't have akimbo shotguns without the Terminator twirl.

Trust me, I totally wanted that. But despite going nuts with a hex editor, I still can't figure out any way to give a custom model more than 1 node for animation :(

That's a bit much to try to do with just a hex editor.  I can split it into 2 nodes for you if you want.

Sure, I'll send it over when I get the time. I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly.

68
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: October 11, 2017, 08:04:52 PM »
Yeah I just use the desktop application to be honest.

https://desktop.github.com/

69
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: October 11, 2017, 11:38:19 AM »
Assuming you're still maintaining this guide, I'm gonna dig through some of the undocumented stuff and write up some notes that hopefully will be some use.

I'll submit some github pull requests as soon as I get something worth showing. This guide is way too useful, its only fair to give back. lol

70
I think you totally have a valid point there. I suppose in my mind, I was like "Turok is 20 years old now and its easier on the PC. I think players would just be excited as hell to have all this awesome weaponry" but balance is still very important. I think an underbarrel attachment of some sort, can still work. Just need to think of how it would function and what downsides it would have. I think the dragon's breath idea is a cool one as it forces the player to use the AR at close range and makes the secondary more risky to use.

I wouldn't worry about "Wacky Gun Show" though. I think part of the fun of Turok was just all the crazy guns they had as the series went on. I know Turok 1 was pretty light on story/lore. But the later series talks about the light burden satchel and how it can be used to access all kinds of weaponry. Turok is a man in strange lands with strange foes. Poachers using AK47* knockoffs with strapped on grenade launchers or flamethrowers? Yeah I can see that, that kind of stuff actually happens in real life.

*(Pretty sure the Assault Rifle in Turok is meant to be an AK47)

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